Issue #2 - "Ignition"
Scene 1: "Seraphim to the Rescue"
Note: I apologize for the length of this post
Game Note: One of the villains in this scene, Bombardier, uses a lot of Area Effect attacks. There is a discussion on the Green Ronin boards concerning whether or not the Evasion feat enables you to use your Reflex save against the damage of an Area attack. I am allowing the characters in this scene and for the foreseeable future to do so (use a Reflex save in place of a normal Damage save to resist the damage).
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Here are the game statistics for the two supervillains that have a major role in this scene:
Bombardier
151 PP
PL 10; Init +4; Defense 18; Spd 30 Run; ATK +7 Melee (+0S Dam, Punch), +11 Ranged (+8S Dam, Nega-Bomb); SV Dam +2, Fort +2, Ref +4, Will +8; STR 10, DEX 18, CON 15, INT 20, WIS 15, CHA 10.
Skills: Computers +13, Craft (Electronics) +20, Disable Device +19, Listen +12, Open Lock +7, Repair +17, Search +17, Sense Motive +5, and Spot +12.
Feats: Far Shot, Iron Will, Point Blank Shot, Skill Focus – Craft (Electronics), Talented (Listen & Spot), Talented (Disable Device & Repair), and Throwing Mastery.
Powers: Amazing Save – Willpower +4 [
Source: Psionics;
Cost: 4 PP], Gadgets +10 [Reflects his Vast Array of Grenade Types on Hand;
Extra: All Have Area;
Flaw: All are Thrown Weapons (Subject to Thrown Weapon Range Increments);
Source: Super-Science;
Cost: 10 PP], Mental Protection +6 [
Source: Psionics;
Cost: 12 PP], and Super-Intelligence +5 [
Source: Psionics;
Cost: 10 PP].
Equipment: Bombardier Armor [Protection +8 and Super-Senses +5;
Power Stunts: Darkvision, Immunity – Energy (Cold, Fire, and Sonic), and Immunity – Suffocation;
Source: Super-Science;
Cost: 16 PP], Nega-Bomb [Strike – Ranged (Energy – Radiation) +8;
Extra: Area;
Flaw: Thrown Weapon Range;
Source: Super-Science;
Cost: 9 PP], Neural Bomb [Paralysis +6;
Extra: Area;
Flaw: Thrown Weapon Range;
Source: Super-Science;
Cost: 6 PP], and Smoke Bomb [Obscure – Sight +10;
Extra: Double Normal Area (to 100’);
Power Stunt: Add Scent;
Flaw: Thrown Weapon Range;
Source: Super-Science;
Cost: 11 PP].
Weakness: Quirk (Refuses to Respect Those Less Powerful than Himself).
Physical Description: In his villain guise, Bombardier wears a suit of protective armor that he designed himself. The dark grey armor is constructed of hard plastic plates, and is form-fitting. Across the chest, Bombardier wears a harness that holds the many grenades that he carries and uses in battle. The armor’s helmet covers his entire head, with only a red visor to reveal the eyes. Bombardier is 6’0”, weighs 180 lbs. (220 lbs. in the armor), has short brown hair, and brown eyes. He is of Caucasian descent, and is 42 years old.
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Fang
121 PP
PL 8; Init +5; Defense 20; Spd 30 Run, 30 Leap; ATK +11 Melee (+11L Dam, Natural Weapons), +11 Ranged (+0S Dam, None); SV Dam +3, Fort +9, Ref +5, Will +2; STR 16, DEX 18, CON 16, INT 8, WIS 14, CHA 8.
Skills: Climb +8, Intimidate +11, Listen +10, Search +7, Sense Motive +6, Spot +10, Survival +6, and Taunt +8.
Feats: All-Out Attack, Attack Focus – Natural Weapons, Dodge, Evasion, Great Fortitude, Move-By Attack, Psychic Awareness, Scent, Skill Focus – Intimidate, and Talented (Intimidate & Taunt).
Powers: Amazing Save – Fortitude +4 [
Source: Mutation;
Cost: 4 PP], Leaping +6 [
Source: Mutation;
Cost: 12 PP], Natural Weapon (Fangs & Claws) +8 [
Source: Mutation;
Cost: 16 PP], Regeneration +5 [
Source: Mutation;
Cost: 10 PP], Super-Dexterity +1 [
Source: Mutation;
Cost: 4 PP], and Super-Senses +5 [
Source: Mutation;
Cost: 10 PP].
Equipment: None.
Weaknesses: Berserker and Disturbing Appearance.
Physical Description: Fang is big and brutish in appearance, something he can no longer disguise. He stands 6’8” and weighs 320 lbs. He is covered in many places with a thick, grey fur, and his heavily muscled arms end in gnarled hands tipped with vicious claws. Fang stoops a bit due to his bestial posture. His head looks slightly canine, and his toothy grin often displays his mighty fangs.
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Iron Dragon saw that he was in trouble. Two supervillains stood before him - Bombardier and Fang - about whom he knew little beyond their names.
These guys know I was spying on them, he thought.
I wonder what they were up to...
"I say kill him," Fang suggested, his toothy maw dripping with saliva.
"Couldn't agree more," Bombardier stated matter-of-factly.
(
All characters roll initiative. Iron Dragon gets a 25, Fang gets a 14, and Bombardier gets a result of 11.)
Iron Dragon was pressed up against the alley wall, and there was a large dumpster to his left. Both villains stood directly in front of him, about 10 feet away. First, he pressed a button on the sleeve of his uniform. This would signal the other members of United Heroes that he was in trouble. It would also give each hero a GPS signal, giving Iron Dragon's location. ID knew that Seraphim was in the city, likely downtown, and would be the first to arrive, but not for a little while.
I'm going to have to hold these guys off somehow until Seraphim gets here.
Bombardier backed off a little bit.
That's Iron Dragon, a member of that new United Heroes team, he thought.
This Bombardier guy looks a little more dangerous, Iron Dragon thought.
I'd better take him out first. The hero closed his eyes for a split-second and cleared his thoughts, then sprang at Bombardier feet-first, striking the villain in the helmet, staggering him. Landing on his feet, Iron Dragon turned toward the other villain, Fang.
(
Iron Dragon assigns a blanket +1 to his Defense from his Dodge feat. He then allocates a +3 bonus to his Damage, while taking a -3 penalty to his Attack Bonus, resulting from his Power Attack feat. He intends to use his Strike power, so he must attempt a Concentration check (DC 20). His roll results in a 26 - success. Iron Dragon moves 10' to Bombardier, whose flat-footed Defense is 14. He makes an Attack roll and gets a total of 15 - a hit. Bombardier must now resist the Damage (DC 24, counting Bombardier's Armor). The villain gets a result of 5, then spends a Villain Point to re-roll and gets a 19. He takes a Stun hit, and will have a -1 penalty to future Damage saves vs. Stun attacks until healed.)
Impressed with the hero's moves, Fang begins to growl in a most inhuman manner. "You'd better run now, tiny one, while you still breathe!" he screamed as he swiped at Iron Dragon, claws bared. The claws cut across Iron Dragon's chest, and the hero started to bleed. The attack startled ID, who had not yet braced himself for the blow. He reeled backward, but was not down for the count.
(
First, Fang must attempt a Will save (DC 20) or go Berserk. He gets a result of a natural 20 - success! Next, he attempts to Taunt Iron Dragon. Fang's Taunt check is 12, and Iron Dragon resists with a Sense Motive check of 13 - he resists the Taunt attempt. Finally, Fang attacks Iron Dragon (DEF 21) using his Natural Weapon attack, getting a result of a natural 20 - a Critical Hit! Iron Dragon must attempt a Damage save (DC 26, adjusted for ID's Protection), and gets a result of 19. Iron Dragon takes a Lethal hit and is Stunned. ID spends a Hero Point to remove the Stunned condition.)
These fools can brawl with each other all they want, Bombardier thought,
but I will have no part of it. I've got better ideas. The villain retreated from the two melee combatants and produced a green, glowing grenade from his bandolier.
This should do the trick, he thought. Bombardier hurled the grenade near Iron Dragon and Fang, and it exploded upon impact, covering the area with radiation. Both Fang and Iron Dragon, seeing the grenade in-flight, jumped free of the area. Fang did not get quite far enough away, and so was slightly singed by the blast.
"You fool!" Fang yelled back at his supposed compatriot. "Are you blind?"
Bombardier did not respond. Fang's well-being was not his concern.
(
Bombardier retreats 30' from the combat between Fang and Iron Dragon. He throws a Nega-Bomb at a square 5' in front of Iron Dragon. The square has a DEF of 10, and Bombardier takes a -2 penalty for range, getting a result of 11 - a hit. Iron Dragon and Fang are in the area of effect, so they both get Reflex saves (DC 18) to try to jump out of the way. Fang gets a result of 20, so he takes half damage, while Iron Dragon gets a result of 26, also half damage. Now, both must attempt Damage saves (DC 19 for Fang and 13 for ID). Fang gets a result of 13, so he takes a Stun hit and is Stunned, while Iron Dragon gets a result of 23 - no damage.)
(
This ends the first round of combat.)
Iron Dragon sized up the situation. Fang stood about 20 feet from him after they both dove away from the grenade. He knew that he had the upper hand against the bestial villain, so Iron Dragon charged, flew through the air, and delivered a vicious reverse axe kick to Fang's neck and shoulder region. The woozy Fang dropped like a sack of potatoes, and Iron Dragon landed facing Bombardier, who had retreated some distance away.
Here comes another grenade, I guess, he thought.
(
Since Fang is Stunned, the villain loses any Dodge bonus to Defense, lowering it to 15. Iron Dragon moves to Fang's position and makes a Concentration check (DC 31 due to the damage he took last round), getting a result of 31 - exactly what he needs! He allocates +3 to Damage and -3 to Attack Bonus using Power Attack and rolls to hit, getting a result of 17 - a hit. Fang can't use Evasion, so he must roll his Damage save (DC 32) using a much lower bonus. This is an Impossible Save (his normal Damage bonus is +3), but he gets a natural 20, however, so he only gets a Stun hit.)
(
Fang can only recover from being Stunned this round, and cannot act.)
This is getting dicey, Bombardier thought.
I'd better end this quick or get out of here! He produced another Nega-Bomb from the bandolier around his chest, and lobbed it down near where Fang and Iron Dragon were fighting. The grenade struck just where he had planned, and Fang, who had just began moving, avoided the blast, and Iron Dragon once again jumped free.
(
Bombardier retreated a little more this time, moving 20' away from where the melee took place. He throws a Nega-Bomb at the square next to Iron Dragon. The square has a DEF of 10, and Bombardier takes a -2 penalty for range, getting a result of 15 - a hit. Fang and Iron Dragon can try to jump free of the area effect attack (Reflex save DC 18). Both Iron Dragon and Fang get identical results of 22 - both will take half damage. Fang must attempt a Reflex save versus the Damage (DC 19) and gets a 24 - no damage. Iron Dragon must attempt a Reflex save versus the Damage (DC 13) and gets a 19 - no damage!)
(
This ends the second round of combat.)
That Fang sure is tough, Iron Dragon thought at he stared down he bestial villain. Fang had sustained a little bit of injury, but was weathering it far better than Iron Dragon would have liked. The hero decided to take another swipe at Fang, and perhaps this time would knock the villain out. He closed his eyes to concentrate, but all Iron Dragon could hear was Fang's snarling and deep breathing. Iron Dragon stepped to Fang and delivered a knifehand strike to the villain's solar plexus, staggering Fang and dropping him to his knees. After a second, Fang fell completely prone.
That should do it - for now.
(
Iron Dragon, as usual, assigns +3 to his Damage and -3 to his Attack Roll, using his Power Attack feat. He attempts a Concentration check (DC 20), and gets a result of 17 - failure. He attacks anyway. Fang's DEF is 20, and Iron Dragon gets a a result of 25 - a hit! Iron Dragon's Damage is less than normal, because he was unable to use his Strike power. Fang must attempt a Reflex save (DC 22) to evade the damage, getting a result of 9 - a failure. Fang takes a Stun hit and is knocked unconscious!)
(
Fang is unconscious, and cannot act. He recovers a Stun hit, however, due to his Regeneration power. Fang has 2 more Stun hits.)
Good, concentrate on Fang, Bombardier thought.
In fact, why don't you stay right there for a while? The villain produced a new type of grenade from his bandolier, the Neural Bomb, which would paralyze any inside its area of effect. He lobbed the grenade towards Iron Dragon, striking just where he had planned. The hero had been distracted , but saw the bomb at the last moment and tried to jump free. Iron Dragon landed in an alley running perpendicular to the main alley, and did not move again. Bombardier smiled, and moved in a bit to see the results of his handiwork.
(
Bombardier throws a Neural Bomb at the square in front of Iron Dragon and the unconscious Fang. The square's DC is 10, and Bombardier gets a -2 penalty for range, getting a result of 25 - a hit. Iron Dragon must attempt a Reflex save (DC 16) to halve the effect, getting a result of 21 - success. Fang is automatically paralyzed since he cannot resist the attack. Now, Iron Dragon must attempt a Will save (DC 9, adjusted for his Mental Protection), getting a result of 8. Iron Dragon is paralyzed!)
(
This ends the third round of combat.)
Iron Dragon landed in an adjacent alley, and struggled to move.
That must have been a paralysis grenade of some kind, he realized.
I've got to will myself to move, or Bombardier will finish me off. His mind recalled a lesson taught to many martial artists - that of the strength of the waterfall. Water is indeed one of the softest of materials, yet in quantity, its strength can move or destroy even stone. Iron Dragon opened his eyes, and found himself able to move once again. He leapt to his feet, and awaited Bombardier.
(
Iron Dragon attempts a Will save (DC 9) to break free of the Paralysis effect. He gets a result of 18, so he can act normally next round.)
(
Fang is still unconscious. He can try to regain consciousness in 9 rounds.)
Bombardier moved halfway down the alley, so that he could see the corner where Iron Dragon had fallen. He could see Iron Dragon's foot, and knew that the hero could not yet move.
Better finish him off now and get out of here, he thought.
I can meet up with my employer again later. Bombardier grabbed a Nega-Bomb from his bandolier and hurled it down the alley toward Iron Dragon. It exploded, and Bombardier could see the familiar green energy leaking around the corner.
(
With a half action, Bombardier moved 30' to see Iron Dragon. He then threw a Nega-Bomb at a square near the fallen hero. The square's DEF is 10, and Bombardier takes a -2 penalty for range, getting a result of 17 - a hit. Iron Dragon can neither attempt a Reflex save nor evade since he is still Paralyzed until next round, so he must make a Damage save (DC 17) against the attack. ID gets a result of 14 - failure! He takes a Stun hit.)
(
This ends the fourth round of combat.)
(
Seraphim arrives this round, so he rolls for initiative. He gets a 16, so he slots between Iron Dragon and Fang.)
Iron Dragon stood and in doing so, saw his ally Seraphim hovering overhead. "Seraphim!" he called out. The angelic hero looked down to see Iron Dragon, and started down towards his friend. "No wait," Iron Dragon rebutted. "There's a villain around the corner - Bombardier!"
As Iron Dragon said this, Bombardier looked up and saw Seraphim in mid-air.
Another one, he thought.
I'm not sure it's worth sticking around here.
Iron Dragon rushed around the corner to see the villain standing not more than 10 feet away. He charged, hoping to strike Bombardier off-balance. Iron Dragon, in the confusion, could not concentrate, but threw a wild hand strike to Bombardier's helmet. The villain laughed, and was obviously unhurt.
(
Iron Dragon moved around the corner as a half action, right in front of Bombardier. As usual, he assigns a +3 to Damage and -3 to Attack Bonus using Power Attack. He must attempt a Concentration check (DC 20), but fails with a 19. Iron Dragon attack anyway. Bombardier's DEF is 18, and the hero gets a result of 21 - a hit. Since the resulting damage bonus (+7) is less than Bombardier's Armor ranks (8), Bombardier does not need to roll to resist the damage; the attack automatically fails to damage him.)
Serpahim lurked in the air for a moment to assess the situation.
There may be more villains than Iron Dragon told me about, he thought. The angel concentrated for a moment, and felt another presence of evil in the vicinity. "Iron Dragon," he called out. "There is another villain around that corner. I will take care of Bombardier. You see what's lurking down that alley!"
(
Seraphim used a free action for his Detect Evil ability. He attempted a Spot check (DC 20) and gets a result of 21, giving him a rough idea of the evil presence.)
Swooping down, Seraphim drew his sword and struck Bombardier, slashing the villain across the shoulder, and then continuing in flight behind Bombardier. The armored villain did not seem phased by the attack.
(
Seraphim allocates the +1 from his Aerial Combat feat to his Attack Bonus. He charges Bombardier (DEF 18) and gets a result of 21 - a hit. Bombardier must attempt a Damage save (DC 17) to resist the attack, getting a result of 19 - no damage.)
(
Fang is still unconscious, but recovers a Stun hit due to his Regeneration power. He now has 2 Stun hits left. Fang will be unconscious for another 8 rounds.)
Trapped between two of these fools, Bombardier thought.
Perhaps Seraphim could be convinced to join my cause... The villain dug into a pouch at his side and produced a Hypno-Bomb. He threw this grenade at Seraphim, striking the aerial hero. Seraphim's eyes glazed over for a moment, but he eventually shrugged off the effects of the Hypno-Bomb.
(
Bombardier spends a Villain Point to power his Gadgets ability, producing a Mind Control +10 effect, which he calls his Hypno-Bomb. He throws the bomb at Seraphim (DEF 19), getting a result of 25 - a hit! Seraphim must resist the Mind Control with a Will save (DC 12, adjusting for his Mental Protection), getting a result of 17 - success!)
(
This ends the fifth round of combat.)
Upon Seraphim's direction, Iron Dragon left Bombardier and rounded the nearby corner, looking for this mysterious villain he had not yet seen.
Was it possible Seraphim was mistaken? If there was another one, I think I would have seen him. He started down the alley, and spotted a figure about halfway down. In the dim light, it was difficult to tell what this figure was up to. Iron Dragon decided to pursue this a little further.
(
Iron Dragon takes a half action to move around the corner, makes a Spot check (DC 15), which is a success, and uses another half action to walk further down the alley.)
"Villain," Seraphim announced, "it would be wisest for you to surrender now, before I have to hurt you." Bombardier was not budging, so the hero swooped down on him, slashing at Bombardier and staggering the villain. At the end of the attack, Seraphim was on the other side of his target, checking to see if the villain had been incapacitated.
(
Seraphim charges Bombardier again. The villain's DEF is 18, and Seraphim gets a result of 24 - a hit. Bombardier must attempt a Damage save (DC 17), and gets a result of 10 - fails. The villain takes a Stun hit and is Stunned. He is also knocked back 10'. Bombardier spends a Villain Point to remove the Stunned effect. Using Move-By Attack, Seraphim ends up in mid-air on the other side of Bombardier.)
(
Fang is still unconscious, and will be for another 7 rounds.)
I've got to get out of here before that winged freak knocks me out cold, Bombardier thought, and took off running. He blazed down the alley away from Seraphim, and past a parked car. Bombadier ducked behind the car, hoping Seraphim would not see him.
(
Bombardier double moves down the alley away from Seraphim, covering a span of 60'. He could not Sprint because there were obstacles in the way. The villain makes a Hide check, resulting in a 21.)
(
This ends the sixth round of combat.)
Iron Dragon closed on this 'villain', but when he arrived, saw that the figure was only a drunk.
"Got some spare change?" the drunk asked.
"What? I don't have time for this," Iron Dragon replied. He was exasperated at having wasted time chasing down an old drunk.
"Whus goin' on down there?" the old man asked.
"Never mind that," Iron Dragon replied. "You'd better get out of here before you get hurt."
With that, Iron Dragon ran back down the alley toward where the conflict had started, hoping to be able to help capture Bombardier if possible.
The old man pretended to turn away, and watched Iron Dragon out of the corner of his eye. When the hero was well down the alley, the figure changed into a thin man in a pin-striped trenchcoat and a fedora. All that could be seen of this man were his white gloves, and the lower half of his face. "You've thwarted me now, hero," the man murmured. "But we shall meet again."
(
Iron Dragon fails to see through the Illusion since he doesn't interact in a meaningful way with the 'old man'. The hero takes a double move back toward where Bombardier and Seraphim were fighting.)
Seraphim could not see Bombardier, but he knew that the villain could not get far. He flew toward where Bombardier had been, and then spotted the villain's foot sticking out from behind a car parked some distance down the alley. Seraphim soared toward the hiding villain, and sliced him right across the helmet, knocking Bombardier down for the moment. Seraphim then landed, intending to question the villain.
(
Seraphim must attempt a Spot check to see Bombardier. He gets a result of 21 - exactly what he needs. He then charges Bombardier as before. Bombardier's DEF is 18, and Seraphim gets a result of 29 on the attack - a hit. The villain must attempt a Damage save (DC 17) and gets a result of 9 - failure. Bombardier takes another Stun hit and is Stunned again.)
(
Fang is still unconscious, but his Regeneration gives him back another Stun hit, dropping his total to 1. He will still be unconscious for 6 rounds.)
(
Bombardier is Stunned, so he cannot act this round.)
(
This ends the seventh round of combat.)
"This one bears watching," Seraphim said to Iron Dragon, referring to the downed Bombardier. "I would stay there if I were you, friend," the angel commanded, pointing the business end of the Sword of Truth at Bombardier's helmet.
"I should check on Fang," Iron Dragon stated, and walked carefully down the alley, keeping an eye out for more trouble.
Seraphim's communicator buzzed, indicating that someone back at Hadley Manor was trying to contact him. He took his eyes off Bombardier for a moment, assuming the villain had surrendered. "Yes?" he answered. "This is Seraphim."
"Is everything OK there?" Harpy asked at the other end.
"Indeed," Seraphim responded. "All is under control. Iron Dragon is no longer in danger. There were a few villains, two were dispatched, and I believe a third may have fled."
"Good," Harpy replied. "Bring them back here so we can question them."
While Seraphim had his back turned, Bombardier had recovered from the blow that sent him reeling, and pulled a Smoke Bomb from his bandolier. The villain popped the release and acrid, black smoke started billowing out of the device. Bombardier got up and ran for it.
(
Bombardier, having recovered from his Stunned condition last round, used his Smoke Bomb, an Obscure effect covering an area of 100'. Neither Seraphim nor Iron Dragon have any way to see through the smoke, while Bombardier's specially-attuned helmet sensors allow the villain to safely manuever through the smoke and escape.)
Seraphim dropped his communicator and turned in Bombardier's direction, but he couldn't see through the smoke. "He's escaping!" Seraphim called out.
Iron Dragon, who was all the way on the other side of the alley, turned to see the huge black cloud engulfing Seraphim. "Forget it, Seraphim," he called out. "We've got one we can question. Let's go!"
Seeing the wisdom in Iron Dragon's reasoning, Seraphim took to the air, and swooped down to pick up his ally and the captured Fang.
The three flew back to Hadley Manor, where Fang would be questioned about recent events, and a connection to the deepening mystery of Klimordial and the glowing cylinder.
Watch for Scene 2, coming soon!